本文整理汇总了Java中javax.microedition.lcdui.Canvas.UP属性的典型用法代码示例。如果您正苦于以下问题:Java Canvas.UP属性的具体用法?Java Canvas.UP怎么用?Java Canvas.UP使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类javax.microedition.lcdui.Canvas
的用法示例。
在下文中一共展示了Canvas.UP属性的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: getGameAction
@Override
public int getGameAction(int keyCode) {
// TODO implement as lookup table
int gameAction;
switch (keyCode) {
case -5 :
gameAction = Canvas.FIRE;
break;
case -1 :
gameAction = Canvas.UP;
break;
case -2 :
gameAction = Canvas.DOWN;
break;
case -3 :
gameAction = Canvas.LEFT;
break;
case -4 :
gameAction = Canvas.RIGHT;
break;
default:
gameAction = 0;
}
return gameAction;
}
示例2: handleKeyReleased
protected boolean handleKeyReleased(int keyCode, int gameAction) {
if(super.handleKeyReleased(keyCode, gameAction)) {
//Don't do anything that already does something.
return true;
} else {
if(finished) {
//scrolling should be uninterrupted
switch(gameAction) {
case Canvas.UP:
case Canvas.DOWN:
case Canvas.LEFT:
case Canvas.RIGHT:
return false;
default:
UiAccess.cast(this.getCommandListener()).commandAction(CANCEL,this);
return true;
}
}
return false;
}
}
示例3: handleKeyReleased
protected boolean handleKeyReleased(int keyCode, int gameAction) {
if(super.handleKeyReleased(keyCode, gameAction)) {
//Don't do anything that already does something.
return true;
} else {
if(finished) {
//scrolling should be uninterrupted
switch(gameAction) {
case Canvas.UP:
case Canvas.DOWN:
case Canvas.LEFT:
case Canvas.RIGHT:
return false;
default:
UiAccess.cast(this.getCommandListener()).commandAction(FINISHED,this);
return true;
}
}
return false;
}
}
示例4: handleKeyReleased
protected boolean handleKeyReleased(int keyCode, int gameAction) {
//because we're manually processing these, we need to replicate some
//of the structure we'd normally use for dealing with down/up events
//across native input/etc.
if(loaded) {
try {
if (gameAction == Canvas.UP && keyCode != Canvas.KEY_NUM2) {
stepIndex(false);
refreshList();
return true;
} else if (gameAction == Canvas.DOWN && keyCode != Canvas.KEY_NUM8) {
stepIndex(true);
refreshList();
return true;
} else if (gameAction == Canvas.FIRE && keyCode != Canvas.KEY_NUM5) {
processSelect();
return true;
}
} catch (Exception e) {
Logger.die("gui-keyup", e);
}
}
return super.handleKeyReleased(keyCode, gameAction);
}
示例5: keyPressed
/**
* deal with any key presses
*/
protected void keyPressed(int keyCode) {
switch(keyCode){
case -1: //up
case Canvas.UP:
y = getY(y+=STEP);
break;
case -2: //down
case Canvas.DOWN:
y = getY(y+=-STEP);
break;
case -3: //left
case Canvas.LEFT:
x = getX(x+=STEP);
break;
case -4: //right
case Canvas.RIGHT:
x = getX(x+=-STEP);
break;
default:
}
repaint();
}
示例6: InputManager
private InputManager() {
up = new Input(Canvas.UP);
down = new Input(Canvas.DOWN);
left = new Input(Canvas.LEFT);
right = new Input(Canvas.RIGHT);
fire = new Input(Canvas.FIRE);
gamea = new Input(Canvas.GAME_A);
gameb = new Input(Canvas.GAME_B);
gamec = new Input(Canvas.GAME_C);
gamed = new Input(Canvas.GAME_D);
num0 = new Input(Canvas.KEY_NUM0);
num1 = new Input(Canvas.KEY_NUM1);
num2 = new Input(Canvas.KEY_NUM2);
num3 = new Input(Canvas.KEY_NUM3);
num4 = new Input(Canvas.KEY_NUM4);
num5 = new Input(Canvas.KEY_NUM5);
num6 = new Input(Canvas.KEY_NUM6);
num7 = new Input(Canvas.KEY_NUM7);
num8 = new Input(Canvas.KEY_NUM8);
num9 = new Input(Canvas.KEY_NUM9);
star = new Input(Canvas.KEY_STAR);
pound = new Input(Canvas.KEY_POUND);
}
示例7: getKeyCode
@Override
public int getKeyCode(int gameAction) {
int keyCode;
switch (gameAction) {
case Canvas.FIRE:
keyCode = -5;
break;
case Canvas.UP:
keyCode = -1;
break;
case Canvas.DOWN:
keyCode = -2;
break;
case Canvas.LEFT:
keyCode = -3;
break;
case Canvas.RIGHT:
keyCode = -4;
break;
case Canvas.GAME_A:
keyCode = Canvas.GAME_A;
break;
case Canvas.GAME_B:
keyCode = Canvas.GAME_B;
break;
case Canvas.GAME_C:
keyCode = Canvas.GAME_C;
break;
case Canvas.GAME_D:
keyCode = Canvas.GAME_D;
break;
default:
throw new IllegalArgumentException();
}
return keyCode;
}
示例8: getKeyName
@Override
public String getKeyName(int keyCode) throws IllegalArgumentException {
// TODO implement as lookup table
String keyName;
switch (keyCode) {
case Canvas.FIRE:
keyName = "FIRE";
break;
case Canvas.UP:
keyName = "UP";
break;
case Canvas.DOWN:
keyName = "DOWN";
break;
case Canvas.LEFT:
keyName = "LEFT";
break;
case Canvas.RIGHT:
keyName = "RIGHT";
break;
case Canvas.GAME_A:
keyName = "GAME_A";
break;
case Canvas.GAME_B:
keyName = "GAME_B";
break;
case Canvas.GAME_C:
keyName = "GAME_C";
break;
case Canvas.GAME_D:
keyName = "GAME_D";
break;
default:
keyName = Character.toString((char) keyCode);
}
return keyName;
}
示例9: handleKeyPressed
protected boolean handleKeyPressed(int keyCode, int gameAction) {
loaded = true;
//Supress these actions, letting the propogates screws up scrolling on some platforms.
if (gameAction == Canvas.UP && keyCode != Canvas.KEY_NUM2) {
return true;
} else if (gameAction == Canvas.DOWN && keyCode != Canvas.KEY_NUM8) {
return true;
}
return super.handleKeyPressed(keyCode, gameAction);
}
示例10: getGameAction
public int getGameAction(int keyCode) {
// TODO fix KeyEvent
switch (keyCode) {
case SWT.ARROW_UP:
return Canvas.UP;
case SWT.ARROW_DOWN:
return Canvas.DOWN;
case SWT.ARROW_LEFT:
return Canvas.LEFT;
case SWT.ARROW_RIGHT:
return Canvas.RIGHT;
case SWT.CR:
return Canvas.FIRE;
/*
* case KeyEvent.VK_1: case KeyEvent.VK_A: return Canvas.GAME_A;
*
* case KeyEvent.VK_3: case KeyEvent.VK_B: return Canvas.GAME_B;
*
* case KeyEvent.VK_7: case KeyEvent.VK_C: return Canvas.GAME_C;
*
* case KeyEvent.VK_9: case KeyEvent.VK_D: return Canvas.GAME_D;
*/
default:
return 0;
}
}
示例11: getKeyCode
public int getKeyCode(int gameAction) {
// TODO fix KeyEvent
switch (gameAction) {
case Canvas.UP:
return SWT.ARROW_UP;
case Canvas.DOWN:
return SWT.ARROW_DOWN;
case Canvas.LEFT:
return SWT.ARROW_LEFT;
case Canvas.RIGHT:
return SWT.ARROW_RIGHT;
case Canvas.FIRE:
return SWT.CR;
/*
* case Canvas.GAME_A: return KeyEvent.VK_1;
*
* case Canvas.GAME_B: return KeyEvent.VK_3;
*
* case Canvas.GAME_C: return KeyEvent.VK_7;
*
* case Canvas.GAME_D: return KeyEvent.VK_9;
*/
default:
throw new IllegalArgumentException();
}
}
示例12: handleKeyPressed
protected boolean handleKeyPressed(int keyCode, int gameAction){
//We might want to handle number keys if we aren't focussed, but we don't want to handle anything else
if(!this.isFocused && !isNumKey(keyCode)) {
return false;
}
//In numeric navigation mode, so we only want to allow navigation with those keys, and
//hide other cues
if(numericNavigation) {
//Reject up and down
if((gameAction == Canvas.UP || gameAction == Canvas.DOWN) && !isNumKey(keyCode)) {
return false;
}
//If the user hasn't made a navigation choice, swallow the fire key.
if(!touched && getScreen().isGameActionFire(keyCode, gameAction)) {
return false;
}
}
//
if(isNumKey(keyCode)) {
touch();
if(!autoSelect) {
int index = keyCode-Canvas.KEY_NUM1;
if(index < this.itemsList.size()){
doAudio(index,true);
if(this.parent != null && this.parent instanceof Container) {
Container c = (Container)this.parent;
c.focusChild(c.indexOf(this));
}
super.focusChild(index);
}else{
return super.handleKeyPressed(keyCode,gameAction);
}
return true;
} else {
return super.handleKeyPressed(keyCode,gameAction);
}
}
return super.handleKeyPressed(keyCode,gameAction);
}